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Fixed warning when linked anim graph node pins are connected
#jira UE-118583 #rb Jurre.deBaare [CL 16743757 by Thomas Sarkanen in ue5-main branch]
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@@ -840,7 +840,8 @@ void FAnimBlueprintCompilerContext::CopyTermDefaultsToDefaultObject(UObject* Def
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const uint8* SourcePtr = SourceNodeProperty->ContainerPtrToValuePtr<uint8>(VisualAnimNode);
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FAnimBlueprintNodeCopyTermDefaultsContext NodeContext(DefaultObject, TargetProperty, DestinationPtr, SourcePtr, LinkIndexCount);
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VisualAnimNode->CopyTermDefaultsToDefaultObject(CompilerContext, NodeContext, CompiledData);
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UAnimGraphNode_Base* OriginalAnimNode = Cast<UAnimGraphNode_Base>(MessageLog.FindSourceObject(VisualAnimNode));
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OriginalAnimNode->CopyTermDefaultsToDefaultObject(CompilerContext, NodeContext, CompiledData);
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LinkIndexMap.Add(VisualAnimNode, LinkIndexCount);
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NodeBaseAddresses.Add(VisualAnimNode, DestinationPtr);
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@@ -76,7 +76,7 @@ void UAnimGraphNode_CustomProperty::OnCopyTermDefaultsToDefaultObject(IAnimBluep
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// Copy pin default values to generated properties
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for (UEdGraphPin* Pin : Pins)
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{
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if (!Pin->bOrphanedPin && !UAnimationGraphSchema::IsPosePin(Pin->PinType))
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if (!Pin->bOrphanedPin && Pin->LinkedTo.Num() == 0 && !UAnimationGraphSchema::IsPosePin(Pin->PinType))
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{
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FString PrefixedName = GetPinTargetVariableName(Pin);
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